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D&d 5e Tortle’s live a very simple life as peaceful farmers on the Savage Coast of Mystara. It is a region which is expanded as the mini-setting of Red Steel. By nature, they are inoffensive. But they will fight to defend their homes and naturally, they are very good at tanking. They have never managed. At some point in your Dungeons & Dragons 5E career, you’re going to be asked to make an attack roll. Every single class has the potential to attack and deal damage. But, some types of attack are flat-out confusing. Let’s go over them all and learn how to calculate attack bonus 5E. How to Calculate Attack Bonus 5e. Even at the max racial bonus of +2, that's still a max score of 17 (and thus a modifier of +3) until you get to level 4 in a single class. TL;DR: You get all racial features and abilities from the base race (i.e., Elf, Dwarf, Gnome, Halfling, etc) and your sub-race.
Gnome are the common races, which are also known as one of the smallest common races. Gnomes are very resilient, but these are not so weak if we compare its foes are assumed. Commonly, these races stand almost 3 feet over in height. The diminutive stature of the Gnomes reduces its capability to move quickly. Gnomes often take advantage of their size, while fighting those foes which are much larger than itself.
A steady ping of all the activities penetrates the warrens and its surroundings where Gnomes form the communities of close-knit. In Gnomes, louder sounds intercept the hum. Here, a crunch of grinding gears also has, with a minor explosion as well. Except these, there is a yap of surprise or triumph, as well as bursts of laughter.
All kinds of jokes are loved by Gnomes, especially pranks and jokes are dedicated to the more serious tasks of what they have undertaken. Many Gnomes have the great skills of having engineers, alchemists, tinkers, and architects that’s why they’re willing to make mistakes. They’re also perfect in their work and most of the times they take bold steps and thus also take risks dreaming large.
Gnomes those are curious, usually, take the various adventures to see the world so that they can explore their love. Some Gnomes take quick adventures due to their love for gems and other fine items.
It doesn’t matter at all that what spurs them to adventure, Gnomes who adopt this way of life to enlarge as much enjoyment out of it as they do out of any other activity they have undertaken, have the great annoyance of their adventuring companions. Now kenku 5e each and every information available for free.
Gnome Statistics
Size | Small |
Type | Humanoid |
Tag’s | Usually neutral good |
Gnome General Info
Vision | Darkvision |
Average Lifespan | Usually up to 300 years, but 500 not unheard of; physically show aging but do not become infirm |
Homeland’s | The Feywild and Toril |
Language’s | Common, Gnomish |
Subraces | Deep gnomes, forest gnomes, rock gnomes |
Gnome Appearance
Average Height | Between 3 and 4 feet tall. |
Average Weight | 40 – 45 lbs |
Distinctions | Small, keen mind, bright personality, magically gifted, can turn invisible |
Gnomes are a fantasy race of small and earthy men and women who possess a great magical power that often looks like prematurely aged. If you understand as a poor way to describe them, then you’re not wrong at all. The Gnomes are basically the redheaded stepchildren of fantasy gaming. It is a race codifying titan, Dungeons, and Dragons which has never been able to give them a solid defining core way similar to what they have done with the dwarf races.
Usually, Gnomes stand 3½ feet tall having the weight of 40 to 45 pounds. Their skin color ranges from dark tan to woody brown, and hair is fair, and their eyes can be any shade of blue. Gnome males prefer short, carefully and their beards are trimmed. The costumes of Gnomes are generally are made of leather but sometimes they also wear those are made of earth tones. Except this, they also decorate their clothes with some fine jewelry. Gnomes reach adulthood at the age of about 40, and survive almost for 350 years. Some of them can also live for almost 500 years.
The language that Gnomes speak is known as Gnome. The place where Gnomes travel is known as Gnome Lands whether they are traders, tinkers, or adventurers. In Gnomes, warriors in gnome settlements usually learn Goblin. Most Gnomes those are encountered outside their home are warriors. Check out d&d 5e human race and more about it.
Gnome D&D 5e Traits
Contents
The Gnome character has certain characteristics in common with all other Gnomes.It has the ability to increase your score where your Intelligence score increases by 2.
Age: Gnomes mature at the same rate that humans do, and they are most expected to settle down into an adult life by around age 40. They can live minimum 350 years and maximum up to 500 years.
Alignment: Most of the times, Gnomes are good and tend toward law are scientists, engineers, researchers, scholars, investigators, or inventors but those who tend toward chaos are poets, cheats, wanderers, or fanciful jewelers. Gnomes are good-hearted, and even the cheats among them are more happy than wicked.
Size: Gnomes are approximately 3.5 feet tall and an average weight of them is about 40 pounds. Your size is Small.
Speed: Your base walking speed is 25 feet.
Darkvision: It needs to know about an underground life, you have an excellent vision power in dark and dim conditions. In this condition, you can see the objects in dim light within 60 feet of you and in darkness as if it were dim light and you can’t see color in darkness, only shades of gray you can see.
Gnome Cunning: Here, you have an advantage on all Intelligence, Knowledge, and brilliance saving throws against magic.
Languages: The language of Gnomes is very common which is Gnomish that they can speak, read, and write. This language uses the script called as Dwarvish. It is renowned for its technical tracts and its catalogs of knowledge about the natural world as well.
Combat
Most of the times, Gnomes prefer misdirection and deceit over direct confrontation.
Many times, they befuddle or embarrass their foes for killing them.
Racial Bonuses Dnd 5e Weapons
Gnomes make heavy use of illusion magic and also carefully prepares tricks whenever they are able to do this.
D&D 5e Gnome
D&D 5e Gnome is a new series of Gnomes with personality traits, ideals, bonds, and flaws specifically for the D&D races. D&D 5e Gnome is a bit harder because of the not finding it in Middle-Earth, so it doesn’t have Tolkien’s or Jackson’s works to draw upon as inspiration. In D&D 5e Gnome every race varies by setting, but there are some also who are more than others. Have a look at dnd 5e warforged this race as well.
In D&D 5e Gnome, the other races covered so far are divided by their subraces, but sometimes, it has also been seen that Forest Gnomes and Rock Gnomes are different enough because it has been experienced that each of them a few unique options. In D&D 5e Gnome, each table includes a die value with the second number in parentheses. Add +2 to each roll for rock Gnomes only.
Also, note that if you don’t feel that personality differences between Gnome subraces, these are relevant, roll one die size larger. Always note that, if you’re selecting personality features, just remember that the first two in each table is for Forest Gnomes only, and the last two in each table is for rock gnomes only.
Rock Gnome: In Rock Gnome, you have a natural invention and courage beyond that of other Gnomes.
Lore of Artificer: If you are making any history of knowledge then check related to magic items, alchemical objects, or technological devices. Here you can also add twice your skill bonus, instead of any skill bonus that most of the times you apply.
Tinker: Here, you get a proficiency with architect’s tools, implementing these tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp).
The device terminates running after 24 hours except you spend 1 hour repairing it to keep the device functioning, or when you use your action to destroy it. At the same time, you can also reclaim the materials used to create it. You can have up to three such devices active at a time. When you create a device, choose one of the following options given below –
Clockwork Toy: This toy is a clockwork animal, beast, or person. The best example for this is, frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns, not in a fixed direction. Also, it makes appropriate noises to the creature it represents.
Fire Starter: The device produces a small flame and it can be used to light a candle, or torch, or campfire. This device requires an action.
Music Box: When the music box is opened, this music box plays a single song at a modest volume. The box stops playing when it reaches the song’s end or when it is closed.
Ability Score Increase: The score of your Wisdom increases by 1.
Natural Swimmer: You have an advantage in the Strength of the Athletics that checks made to swim or otherwise maneuver in the water.
River Child: You are proficient in water vehicles and navigator’s tools
Forest Gnome: Forest Gnomes have a great ability for stealth and deception which are generally secretive. They gather in hidden forest communities, befriending the local animals.
Ability Score Increase: Your Ability score increases by 1.
Natural Illusionist: Here, you get to know about the minor illusion magic. Knowledge is your spellcasting modifier for it.
Speak with Small Beasts
Through sound and gestures, you may communicate simple ideas with Small or smaller beasts.
Deep Gnomes
Though, the Forest Gnomes and the Rock Gnomes are the Gnomes which are most commonly found in the lands of the surface world. There is another subrace of Gnomes rarely seen by any surface-dweller Deep Gnomes which is also known as svirfneblin.
For the outsiders that are well observed, and suspicious, Deep Gnomes or svirfneblin are cunning and silent but they can be just as kind-hearted, loyal, and compassionate which is just similar to the surface cousins as well. We just published dragonborn dnd 5e race guide and stats etc now you can read about this race for free.
Gnome D&D 5e Traits –
When you go to create any Gnome character, you have a lot of options to choose the deep Gnome as an alternative to the subraces in the Handbook of the player. Also, for your convenience, the traits of the Gnome and the deep gnome are combined here.
Ability Score Increase
The ability or Intelligence score increases by 2, and your Dexterity score increases by 1.
Age
Deep gnomes were short-lived for Gnomes and they would mature at the same rate like the humans do and are considered as a full-grown adult by the age of 25. Also, they survive for 200 to 250 years, although hard work and the perils of the Underdark often claim them before their time.
Alignment
Deep Gnomes or Svirfneblin assume that life depends on avoiding complications with other creatures and thus it doesn’t make enemies and they favor neutral alignments. Also, one of the interesting facts about them is that they rarely wish others ill, and they are unlikely to take risks on behalf of others.
Size
A typical size of Deep Gnomes or svirfneblin stands about 3.5 feet tall and weighs 80 to 120 pounds. Your size is Small.
Speed
Your base walking speed is 25 feet.
Superior Darkvision
Your dark vision has a radius of 120 feet.
Gnome Cunning
You have an advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
Stone Camouflage
You have an advantage on stealth or dexterity check to hide in rocky terrain.
Languages
In Deep Gnome, you speak, read, and write Common, or Undercommon or Gnomish Language. The svirfneblin dialect is deeper than surface Gnomish. Most of the svirfneblin know only a little bit of Common Gnomish but those who deal with outsiders and that includes you as an adventurer, picks up enough Common to get by in other lands
D&D Gnome Appearances
![Racial Bonuses Dnd 5e Racial Bonuses Dnd 5e](https://78.media.tumblr.com/da4bb896a5f95dfe6b1b3552563e1d9d/tumblr_oo5ss6CVhz1ukgbqco1_1280.png)
In D&D Gnome, the standard appearance is essentially a dwarf with a dash of an elf. The appearance is in a small and heavy humanoid which is usually described as both fairly simple and seem to age quickly, giving them faces having wrinkles and pronounced beards & mustaches.
Excepting dwarves, they have no cultural attachment to their mustaches and beards that’s why they often shave them into goatees. It can also keep its mustaches similarly small, neatly kept affairs to keep them out of their way. The D&D Gnomes are also commonly known for their prodigious noses. The elfin aspect mostly shines through in long, pointy ears.
The 4th edition of Gnome rejects the dwarfish element that’s why they look like scaled-down eladrin, with wild, spiky hair. They look very attractive, in comparison to the gnomes of past editions. The Golarion Gnome of Pathfinder looks like a chibi anime character. In standard look, it has a small mouth, near-absent nose, and huge eyes which are actually canonical to their lore, and they come in a vast variety of different and weird skin, hair and eye colors.
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Gnome Names:
Male Names: Alston, Alvyn, Boddynock, Brocc, Burgell, Dimble, Eldon, Erky, Fonkin, Frug, Gerbo, Gimble, Glim, Jebeddo, Kellen, Namfoodle, Orryn, Roondar, Seebo, Sindri, Warryn, Wrenn, Zook
Female Names: Bimpnottin, Breena, Caramip, Carlin, Donella, Duvamil, Ella, Ellyjobell, Ellywick, Lilli, Loopmottin, Lorilla, Mardnab, Nissa, Nyx, Oda, Orla, Roywyn, Shamil, Tana, Waywocket, Zanna
Clan Names: Beren, Daergel, Folkor, Garrick, Nackle, Murnig, Ningel, Raulnor, Scheppen, Timbers, Turen
Nicknames: Aleslosh, Ashhearth, Badger, Cloak, Doublelock, Filchbatter, Fnipper, Ku, Nim, Oneshoe, Pock, Sparklegem, Stumbleduck
Frequently Asked Questions (FAQ’s)
Q: How much do gnomes weigh in D&D?
![Racial Racial](/uploads/1/2/7/4/127429511/958179575.jpg)
A: It weighs 40 to 45 pounds
Q: How tall are gnomes D&D?
5e Racial Stat Bonus Chart
A: 3.5 feet (91-107 cm) tall.
Q: How long do gnomes live in d&d?
A: 500 years
Q: Are gnomes fey?
A: Yes, the gnomes were fey humanoids.
Q: What do gnomes eat dnd?
A: fruit, nuts, tubers, leaves, and grasses, because of their powerful digestive system they can easily eat which was considered as inedible food for most of the other races.
5e Race Bonuses
Race/Ancestry options for Dungeons and Dragons 5e from Elemental Evil Player's Companion, Volo's Guide to Monsters, Player's Handbook, Sword Coast Adventurer's Guide, and Mordenkainen's Tome of Foes.
Racial Bonuses Dnd 5e Undead
Race | Subrace | Ability Bonuses | Size | Speed | Features | Languages | Notes | Source |
---|---|---|---|---|---|---|---|---|
Aarakocra |
| Medium | Walk 25, Fly 50 (no medium or heavy armor) | Common, Aarakocra, Auran | EE 5 | |||
Aasimar |
| Medium | Walk 30 | Common, Celestial | Resistant to necrotic & radiant damage. Light cantrip. | VOLO 104 | ||
Protector |
| Flying 30 when Radiant Soul | Transform to sprout wings for 1 minute and Deal extra radiant damage equal to level | VOLO 105 | ||||
Scourge |
| Transform to unleash searing light to damage yourself for 1 minute and all around you 1/2 level, and Deal extra radiant damage equal to level | VOLO 105 | |||||
Fallen |
| Transform to frighten those around you and Deal extra necrotic damage equal to level | VOLO 105 | |||||
Bugbear |
| Medium | Walk 30 | Darkvision 60 and Powerful Build | Common, Goblin | Proficient in Stealth, Surprise Attack. | VOLO 119 | |
Dragonborn |
| Medium | Walk 30 | Breath Weapon | Common, Draconic | Damage resistance of dragon ancestor type | PHB 34 | |
Dwarf |
| Medium | Walk 25 | Darkvision 60 | Common, Dwarvish | Advantage and resistance against Poison damage | PHB 20 | |
Gray Dwarf (Druergar) |
| Darkvision 120 and Sunlight Sensitivity | Undercommon | Enlarge, invisibility once per long rest | SCAG 104 | |||
Hill Dwarf |
| PHB 20 | ||||||
Mountain Dwarf |
| PHB 20 | ||||||
Elf |
| Medium | Walk 30 | Darkvision 60 | Common, Elvish | Proficient with Perception | PHB 23 | |
Drow (Dark Elf) |
| Darkvision 120 and Sunlight Sensitivity | PHB 24 | |||||
Eladrin |
| Seasonally changing personality traits and flaws, 30ft teleportation 1 / rest with seasonal effect | MTOF 61 | |||||
High Elf |
| 1 of choice | PHB 23 | |||||
Sea Elf |
| Swimming 30 | Amphibian | Aquan | Proficiency with spear, trident, light crossbow, and net. | MTOF 62 | ||
Shadar-kai |
| Cantrip of choice from chill touch, spare the dying, or thaumaturgy. Teleport 15 ft 1/rest. | MTOF 62 | |||||
Wood Elf |
| Walking 35 | Hide behind anything natural | PHB 24 | ||||
Firbolg |
| Medium | Walk 30 | Detect Magic or disguise self 1/r. and Powerful Build. | Common, Elvish, Giant | Limited communication with beasts and plants. | VOLO 107 | |
Genasi |
| Medium | Walk 30 | Common, Primordial | EE 9 | |||
Air Genasi |
| Levitation once per long rest | EE 9 | |||||
Earth Genasi |
| Pass without trace once per long rest | EE 10 | |||||
Fire Genasi |
| Darkvision 60 and Fire Resistance | Produce flame, burning hands once per long rest | EE 10 | ||||
Water Genasi |
| Swim 30 | Acid Resistance and Amphibious | Shape water cantrip, create or destroy water once per long rest | EE 10 | |||
Gith |
| Medium | Walk 30 | Common, Gith | MTOF 96 | |||
Githyanki |
| 1 of choice | Proficient in 1 skill or tool of choice, proficient in light and medium armor. Mage hand cantrip. Jump and misty step once per long rest | MTOF 96 | ||||
Githzerai |
| +1 to AC in light armor or unarmored with no shield. Mage hand cantrip. shield and detect thoughts once per long rest | MTOF 96 | |||||
Goblin |
| Small | Walk 30 | Darkvision 60 | Common, Goblin | Proficient in Stealth, Surprise Attack. | VOLO 119 | |
Goliath | Medium | Walk 30 | Powerful Build | Common, Giant | Shrug off some damage, proficiency in Athletics | VOLO 108 | ||
Gnome |
| Small | Walk 25 | Common, Gnomish | Advantage on all saves against magic | PHB 36 | ||
Forest Gnome | PHB 37 | |||||||
Rock Gnome | Advantage on History checks with magic, alchemy | PHB 37 | ||||||
Deep Gnomes (Svirfneblin) | Darkvision 120 | Undercommon | Advantage on Stealth in rocky terrain | SCAG 115 | ||||
Halfling |
| Small | Walk 25 | Common, Halfling | Reroll 1s | PHB 28 | ||
Ghostwise Halfling |
| Telepathy | SCAG 110 | |||||
Lightfoot Halfling |
| Hide behind Medium or larger creatures | PHB 28 | |||||
Stout Halfling |
| Advantage and resistance against Poison damage | PHB 28 | |||||
Half-Elf |
| Medium | Walk 30 | Darkvision 60 | Common, Elvish, 1 of choice | Proficiency with 2 skills of choice | PHB 39 | |
Half-Drow | Choice of Drow Magic or the elf trait Keen Senses in place of Skill Versatility | SCAG 116 | ||||||
Aquatic Half-Elf | Swim 30 | Choice of elf trait Keen Senses in place of Skill Versatility | SCAG 116 | |||||
High Half-Elf | Choice of High Elf’s Elf Weapon Training or Cantrip, or the elf trait Keen Senses in place of Skill Versatility | SCAG 116 | ||||||
Wood Half-Elf | Choice of Wood Elf’s Elf Weapon Training, Fleet of Foot, or Mask of the Wild; or the elf trait Keen Senses in place of Skill Versatility | SCAG 116 | ||||||
Half-Orc |
| Medium | Walk 30 | Darkvision 60 | Common, Orc | Proficiency in Intimidation, Relentless Endurance, Savage Attacks | PHB 41 | |
Hobgoblin |
| Medium | Walk 30 | Darkvision 60 | Common, Goblin | Proficient with 2 martial weapons and light armor | VOLO 119 | |
Human |
| Medium | Walk 30 | Common, 1 of choice | PHB 31 | |||
Variant Human |
| Choose a feat and Choose a skill to gain proficiency with | PHB 31 | |||||
Kenku |
| Medium | Walk 30 | Common, Auran, Speak only using Mimicry | Proficiency in 2 of: Acrobatics, Deception, Stealth, Sleight of Hand | VOLO 111 | ||
Kobold |
| Medium | Walk 30 | Darkvision 60 | Common, Draconic | Pack Tactics, Sunlight Sensitivity | VOLO 119 | |
Lizardfolk |
| Medium | Walk 30, Swim 30 | Bite and Hold breath | Common, Draconic | Proficiency in 2 of: Animal Handling, Nature, Perception, Stealth, Survival | VOLO 113 | |
Orc |
| Medium | Walk 30 | Darkvision 60 and Powerful Build | Common, Orc | Proficient in Intimidation | VOLO 120 | |
Tabaxi |
| Medium | Walk 30, Climb 20 | Darkvision 60 and Claws | Common, 1 of choice | Proficiency in Perception and Stealth | VOLO 115 | |
Tiefling |
| Medium | Walk 30 | Darkvision 60 | Common, Infernal | PHB 43 | ||
Asmodeus Tiefling |
| This is the default Tiefling in the PHB as well. | MTOF 21 | |||||
Baalzebul Tiefling |
| Thaumaturgy cantrip, ray of sickness and crown of madness 1/lr | MTOF 21 | |||||
Dispater Tiefling |
| Thaumaturgy cantrip, disguise self and invisibility 1/lr | MTOF 21 | |||||
Fierna Tiefling |
| Friends cantrip, charm person and suggestion 1/lr | MTOF 21 | |||||
Glasya Tiefling |
| Minor illusion cantrip, disguise self and invisibility 1/lr | MTOF 22 | |||||
Levistus Tiefling |
| Ray of frost cantrip, armor of Agathys and darkness 1/lr | MTOF 22 | |||||
Mammon Tiefling |
| Mage hand cantrip, Tenser’s floating disk and arcane lock 1/lr | MTOF 22 | |||||
Mephistopheles Tiefling |
| Mage hand cantrip, magic missile and web 1/lr | MTOF 22 | |||||
Zariel Tiefling |
| Thaumaturgy cantrip, searing smite and branding smite 1/lr | MTOF 22 | |||||
SCAG Variant Tiefling | Choice of Devil’s Tongue, Hellfire, or Winged features to replace Infernal Legacy | SCAG 118 | ||||||
Triton |
| Medium | Walk 30, Swim 30 | Amphibious | Common, Primordial | VOLO 117 | ||
Yuan-Ti Pureblood |
| Medium | Walk 30 | Darkvision 60, Poison immunity, and Magic Resistance | Common, Abyssal, Draconic | Poison spray and animal friendship (snakes only) cantrips, suggestion 1/lr | VOLO 120 |